createUnit
From Bohemia Interactive Community
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Click on the images for descriptions
Introduced in
- Game:
- Operation Flashpoint
- Version:
- 1.34
Description
- Description:
- Create unit of given Classname from a CfgVehicles addon
The Group parameter MUST be an existing group or the unit won't be created.
Syntax
- Syntax:
- "ClassName" createUnit [ Position, Group, "init", skill, rank]
- Parameters:
- ClassName: String - Classname of unit to be createdas per cfgVehicles
- Position
- Group
- init: String Optional. Default ""
- skill: Number Optional. Default 0.5
- rank: String Optional. Default "PRIVATE"
- Return Value:
- Nothing
Examples
- Example 1:
"SoldierWB" createUnit [position player, group player]
- Example 2:
"soldierWB" createUnit [getMarkerPos "barracks", _groupAlpha]
- Example 3:
"soldierWB" createUnit [getMarkerPos "marker_1", _groupAlpha,"loon1 = this ; this addweapon {binocular}", 0.6, "corporal"]
Additional Information
- Multiplayer:
- The code in init is executed on all connected clients in multiplayer. It can therefore be used to get around the publicVariable limitation of not being able to send strings and arrays over the network.
- See also:
- createUnit array, createCenter, createGroup, createVehicle
Notes
Notes
Notes
- Posted on August 13, 2006 - 12:32
- raedor
- Does not return anything. To give a newly created unit a name, put "newUnit = this" in the init.
- Posted on 18:41, 5 April 2007 (CEST)
- Shuko
- The eventhandlers added with addEventHandler in the init parameter will only fire locally on the machine where this creation command is called from.
- Posted on December 24, 2007 - 00:33
- MulleDK13
- If you do not wish it to be in a group, you can create a gamelogic and group it to that.
Note: The unit will deny to move away from the gamelogic.

